70,905 research outputs found

    Semi-Automated SVG Programming via Direct Manipulation

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    Direct manipulation interfaces provide intuitive and interactive features to a broad range of users, but they often exhibit two limitations: the built-in features cannot possibly cover all use cases, and the internal representation of the content is not readily exposed. We believe that if direct manipulation interfaces were to (a) use general-purpose programs as the representation format, and (b) expose those programs to the user, then experts could customize these systems in powerful new ways and non-experts could enjoy some of the benefits of programmable systems. In recent work, we presented a prototype SVG editor called Sketch-n-Sketch that offered a step towards this vision. In that system, the user wrote a program in a general-purpose lambda-calculus to generate a graphic design and could then directly manipulate the output to indirectly change design parameters (i.e. constant literals) in the program in real-time during the manipulation. Unfortunately, the burden of programming the desired relationships rested entirely on the user. In this paper, we design and implement new features for Sketch-n-Sketch that assist in the programming process itself. Like typical direct manipulation systems, our extended Sketch-n-Sketch now provides GUI-based tools for drawing shapes, relating shapes to each other, and grouping shapes together. Unlike typical systems, however, each tool carries out the user's intention by transforming their general-purpose program. This novel, semi-automated programming workflow allows the user to rapidly create high-level, reusable abstractions in the program while at the same time retaining direct manipulation capabilities. In future work, our approach may be extended with more graphic design features or realized for other application domains.Comment: In 29th ACM User Interface Software and Technology Symposium (UIST 2016

    Critters in the Classroom: A 3D Computer-Game-Like Tool for Teaching Programming to Computer Animation Students

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    The brewing crisis threatening computer science education is a well documented fact. To counter this and to increase enrolment and retention in computer science related degrees, it has been suggested to make programming "more fun" and to offer "multidisciplinary and cross-disciplinary programs" [Carter 2006]. The Computer Visualisation and Animation undergraduate degree at the National Centre for Computer Animation (Bournemouth University) is such a programme. Computer programming forms an integral part of the curriculum of this technical arts degree, and as educators we constantly face the challenge of having to encourage our students to engage with the subject. We intend to address this with our C-Sheep system, a reimagination of the "Karel the Robot" teaching tool [Pattis 1981], using modern 3D computer game graphics that today's students are familiar with. This provides a game-like setting for writing computer programs, using a task-specific set of instructions which allow users to take control of virtual entities acting within a micro world, effectively providing a graphical representation of the algorithms used. Whereas two decades ago, students would be intrigued by a 2D top-down representation of the micro world, the lack of the visual gimmickry found in modern computer games for representing the virtual world now makes it extremely difficult to maintain the interest of students from today's "Plug&Play generation". It is therefore especially important to aim for a 3D game-like representation which is "attractive and highly motivating to today's generation of media-conscious students" [Moskal et al. 2004]. Our system uses a modern, platform independent games engine, capable of presenting a visually rich virtual environment using a state of the art rendering engine of a type usually found in entertainment systems. Our aim is to entice students to spend more time programming, by providing them with an enjoyable experience. This paper provides a discussion of the 3D computer game technology employed in our system and presents examples of how this can be exploited to provide engaging exercises to create a rewarding learning experience for our students

    Pervasive Parallel And Distributed Computing In A Liberal Arts College Curriculum

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    We present a model for incorporating parallel and distributed computing (PDC) throughout an undergraduate CS curriculum. Our curriculum is designed to introduce students early to parallel and distributed computing topics and to expose students to these topics repeatedly in the context of a wide variety of CS courses. The key to our approach is the development of a required intermediate-level course that serves as a introduction to computer systems and parallel computing. It serves as a requirement for every CS major and minor and is a prerequisite to upper-level courses that expand on parallel and distributed computing topics in different contexts. With the addition of this new course, we are able to easily make room in upper-level courses to add and expand parallel and distributed computing topics. The goal of our curricular design is to ensure that every graduating CS major has exposure to parallel and distributed computing, with both a breadth and depth of coverage. Our curriculum is particularly designed for the constraints of a small liberal arts college, however, much of its ideas and its design are applicable to any undergraduate CS curriculum

    GPU acceleration of brain image proccessing

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    Durante los Ășltimos años se ha venido demostrando el alto poder computacional que ofrecen las GPUs a la hora de resolver determinados problemas. Al mismo tiempo, existen campos en los que no es posible beneficiarse completamente de las mejoras conseguidas por los investigadores, debido principalmente a que los tiempos de ejecuciĂłn de las aplicaciones llegan a ser extremadamente largos. Este es por ejemplo el caso del registro de imĂĄgenes en medicina. A pesar de que se han conseguido aceleraciones sobre el registro de imĂĄgenes, su uso en la prĂĄctica clĂ­nica es aĂșn limitado. Entre otras cosas, esto se debe al rendimiento conseguido. Por lo tanto se plantea como objetivo de este proyecto, conseguir mejorar los tiempos de ejecuciĂłn de una aplicaciĂłn dedicada al resgitro de imĂĄgenes en medicina, con el fin de ayudar a aliviar este problema

    Evaluating Cache Coherent Shared Virtual Memory for Heterogeneous Multicore Chips

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    The trend in industry is towards heterogeneous multicore processors (HMCs), including chips with CPUs and massively-threaded throughput-oriented processors (MTTOPs) such as GPUs. Although current homogeneous chips tightly couple the cores with cache-coherent shared virtual memory (CCSVM), this is not the communication paradigm used by any current HMC. In this paper, we present a CCSVM design for a CPU/MTTOP chip, as well as an extension of the pthreads programming model, called xthreads, for programming this HMC. Our goal is to evaluate the potential performance benefits of tightly coupling heterogeneous cores with CCSVM

    PyCUDA and PyOpenCL: A Scripting-Based Approach to GPU Run-Time Code Generation

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    High-performance computing has recently seen a surge of interest in heterogeneous systems, with an emphasis on modern Graphics Processing Units (GPUs). These devices offer tremendous potential for performance and efficiency in important large-scale applications of computational science. However, exploiting this potential can be challenging, as one must adapt to the specialized and rapidly evolving computing environment currently exhibited by GPUs. One way of addressing this challenge is to embrace better techniques and develop tools tailored to their needs. This article presents one simple technique, GPU run-time code generation (RTCG), along with PyCUDA and PyOpenCL, two open-source toolkits that support this technique. In introducing PyCUDA and PyOpenCL, this article proposes the combination of a dynamic, high-level scripting language with the massive performance of a GPU as a compelling two-tiered computing platform, potentially offering significant performance and productivity advantages over conventional single-tier, static systems. The concept of RTCG is simple and easily implemented using existing, robust infrastructure. Nonetheless it is powerful enough to support (and encourage) the creation of custom application-specific tools by its users. The premise of the paper is illustrated by a wide range of examples where the technique has been applied with considerable success.Comment: Submitted to Parallel Computing, Elsevie
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